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Thanks for wanting to help!
I'm trying to create a circular, repeating ring (that moves outward) on a texture. I've achieved this, to a degree, with the following code:
float distance = length(inTex - in_ShipCenter);
float time = in_Time;
///* Simple distance/time combination */
float2 colorIndex…
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I am trying figure out whats going on with my HLSL code but I have no way of debugging it cause C++ gives off no errors. The application just closes when I run it. I am trying to add lighting to a 3d plane I made. below is my HLSL. The problem consist when my Pixel shader method returns the struct…
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As far as I know, certain mathematical functions like FFTs and perlin noise, etc. can be much faster when done on the GPU as a pixel shader. My question is, if I wanted to exploit this to calculate results and stream to bitmaps, could I do it without needing to actually display it in Silverlight or…
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I'm trying to port some image interpolation algorithms into HLSL code, for now i got:
float2 texSize;
float scale;
int method;
sampler TextureSampler : register(s0);
float4 PixelShader(float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float2 newTexSize = texSize * scale;
float4…
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I'm trying to implement a so-called ping-pong technique in XNA; you basically have two RenderTarget2D A and B and at each iteration you use one as texture and the other as target - and vice versa - for a quad rendered through an HLSL pixel shader.
step1: A--PS--B
step2: B--PS--A
step3: A--PS--B
…
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